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How to import our own models

Started by frankie, October 02, 2014, 04:07:31 pm

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Ruubs

Quote from: frankie on October 02, 2014, 09:38:21 pm
Didnt say its all mine...

I know, just wanted to make sure that Ricco knows it ;D.

kamloops

Hello guys,

Someone can explain how the helmet model works ?
I don't understand what are the "helmet_s.edf" and "c_helmet.edf" files.

Also, in 3ds max/Blender what is the scale and origin for the helmet ?

daffernn

Quote from: Sandbiter on October 02, 2014, 09:52:44 pm
Quote from: frankie on October 02, 2014, 09:38:21 pm
Didnt say its all mine...

I know, just wanted to make sure that Ricco knows it ;D.

He will give credit but since the parts he used was released publicly i dont see them having a problem with it as long as he gives them credit :P

frankie

Quote from: kamloops on October 03, 2014, 08:58:40 pm
Hello guys,

Someone can explain how the helmet model works ?
I don't understand what are the "helmet_s.edf" and "c_helmet.edf" files.

Also, in 3ds max/Blender what is the scale and origin for the helmet ?


U kinda have to find out yourself the origin since i asked for the bike and i didnt get an answer, tried my best to do it and eventuarly got close to it

kamloops

Hm yeah, that's I've try but it's not really perfect..

bearded4glory

The scale is real world units IDK about blender but 3ds seemed to do a fine job of exporting in imperial units and it came into mapviewer (this was track objects) at the proper scale even though it is metric.

kamloops

Quote from: bearded4glory on October 03, 2014, 10:43:39 pm
The scale is real world units IDK about blender but 3ds seemed to do a fine job of exporting in imperial units and it came into mapviewer (this was track objects) at the proper scale even though it is metric.
Oh ok, great! Thank you.

EDIT :
I've done with the shadow and cockpit files.

But I have another problem, I can't see the skin in mxb, but it appear in the choice list. The helmet appear in gray, anyone have a solution ?
Also, how I can put some reflection, shininess ect.. ?

JC#21

The skin -Base- is the skin that you have used in 3dsmax during export.  If you have applied grey texture on the model, it appears grey in game.

for the shaders, you have to create a new text files with the same name of the texture that receives this shader and change the extension to .shd
This file should be in the same folder that the texture in tga.

for example I have bike.tga with all the fairings parts.
I create a new text file name bike.shd

To have specular, write this code :

specular
{
    shininess = 60
}


To have reflection, write this code :

reflection
{
    factormin = 0.0
    factormax = 0.15
    factorexp = 0.25
}


To have normal map added, write this code: (you must have the normal map texture like bike_n.tga for example)

bump
{
map = bike_n.tga
}


hope it help you  ;)




kamloops

Thanks for your help.
But I still have problems..
I do the export like you said :
-I put the skin in 3ds max (on a basic mat), I export it in fbx and I convert it with fbx2edf and this is what I get in-game :


Just a black helmet.
But if I don't put any skin in 3ds max I have a normal grey helmet in game..

JC#21

Quote from: kamloops on October 05, 2014, 03:03:07 pm
I export it in fbx and I convert it with fbx2edf and this is what I get in-game


I don't use .fbx format, I export directly in .edf from 3dsmax.

What is the size of your helmet texture ?

kamloops

Hm, maybe this is the problem. I will try with the plug in but I need 3ds max 2010, I'm on 2015 currently..

I use 1024*1024 texture.

NB : This is not my helmet, it's the shoei-vfx by piista. I just try some "simple" export before try with my bikes models.